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/cvs/deliantra/server/server/attack.C
Revision: 1.4
Committed: Tue Aug 29 07:34:00 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +1 -11 lines
Log Message:
nuke transports

File Contents

# Content
1 /*
2 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.3 2006-08-26 23:36:33 root Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27 #include <assert.h>
28 #include <global.h>
29 #include <living.h>
30 #include <material.h>
31 #include <skills.h>
32
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36
37 #include <sounds.h>
38
39 typedef struct att_msg_str {
40 char *msg1;
41 char *msg2;
42 } att_msg;
43
44 /*#define ATTACK_DEBUG*/
45
46 /* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49 void cancellation(object *op)
50 {
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp);
61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
74 }
75
76
77
78 /* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item).
81 */
82
83 int did_make_save_item(object *op, int type, object *originator) {
84 int i, roll, saves=0, attacks=0, number;
85 materialtype_t *mt;
86
87 if (op->materialname == NULL) {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97
98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE;
137 }
138
139 /* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.)
142 */
143
144 void save_throw_object (object *op, int type, object *originator)
145 {
146 if ( ! did_make_save_item (op, type,originator))
147 {
148 object *env=op->env;
149 int x=op->x,y=op->y;
150 mapstruct *m=op->map;
151
152 op = stop_item (op);
153 if (op == NULL)
154 return;
155
156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t.
163 */
164 if(type&(AT_FIRE|AT_ELECTRICITY)
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169 if (op)
170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) {
172 if(env) {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else {
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0);
180 }
181 }
182 return;
183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator);
212 }
213 }
214 return;
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return;
223 op = stop_item (op);
224 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return;
241 }
242 }
243
244 /* Object op is hitting the map.
245 * op is going in direction 'dir'
246 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise.
249 */
250
251 int hit_map(object *op, int dir, int type, int full_hit) {
252 object *tmp, *next;
253 mapstruct *map;
254 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */
256
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0;
262 }
263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 op->arch->name, op->name);
267 return 0;
268 }
269
270 if ( ! op->map) {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name);
272 return 0;
273 }
274
275 if (op->head) op=op->head;
276
277 op_tag = op->count;
278
279 map = op->map;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284
285 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 }
300
301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306
307 next = get_map_ob (map, x, y);
308 if (next)
309 next_tag = next->count;
310
311 while (next) {
312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343 hit_player(tmp,op->stats.dam,op,type,full_hit);
344 retflag |=1;
345 if (was_destroyed (op, op_tag))
346 break;
347 }
348 /* Here we are potentially destroying an object. If the object has
349 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now.
354 */
355 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356 !tmp->move_block) {
357 save_throw_object(tmp,type,op);
358 if (was_destroyed (op, op_tag))
359 break;
360 }
361 }
362 return 0;
363 }
364
365 void attack_message(int dam, int type, object *op, object *hitter) {
366 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367 int i, found=0;
368 mapstruct *map;
369 object *next, *tmp;
370
371 /* put in a few special messages for some of the common attacktypes
372 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919]
374 */
375
376 if (dam == 9998 && op->type == DOOR) {
377 sprintf(buf1, "unlock %s", op->name);
378 sprintf(buf2, " unlocks");
379 found++;
380 }
381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name);
383 sprintf(buf2, " hits");
384 found++;
385 } else if(dam==0) {
386 sprintf(buf1, "missed %s", op->name);
387 sprintf(buf2, " misses");
388 found++;
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING ||
391 (type & AT_POISON && IS_LIVE(op))) && !found) {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
393 i++)
394 if (dam < attack_mess[ATM_SUFFER][i].level
395 || attack_mess[ATM_SUFFER][i+1].level == -1) {
396 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
397 op->name, attack_mess[ATM_SUFFER][i].buf2);
398 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399 found++;
400 break;
401 }
402 } else if (op->type == DOOR && !found) {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
404 i++)
405 if (dam < attack_mess[ATM_DOOR][i].level
406 || attack_mess[ATM_DOOR][i+1].level == -1) {
407 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
408 op->name, attack_mess[ATM_DOOR][i].buf2);
409 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410 found++;
411 break;
412 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
414 if (USING_SKILL(hitter, SK_KARATE)) {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
416 i++)
417 if (dam < attack_mess[ATM_KARATE][i].level
418 || attack_mess[ATM_KARATE][i+1].level == -1) {
419 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
420 op->name, attack_mess[ATM_KARATE][i].buf2);
421 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++;
423 break;
424 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
427 i++)
428 if (dam < attack_mess[ATM_CLAW][i].level
429 || attack_mess[ATM_CLAW][i+1].level == -1) {
430 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
431 op->name, attack_mess[ATM_CLAW][i].buf2);
432 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++;
434 break;
435 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
438 i++)
439 if (dam < attack_mess[ATM_PUNCH][i].level
440 || attack_mess[ATM_PUNCH][i+1].level == -1) {
441 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
442 op->name, attack_mess[ATM_PUNCH][i].buf2);
443 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++;
445 break;
446 }
447 }
448 }
449 if (found) {
450 /* done */
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
452 sprintf(buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level
455 || attack_mess[ATM_ARROW][i+1].level == -1) {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++;
458 break;
459 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) {
461 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
463 i++)
464 if (dam < attack_mess[ATM_DRAIN][i].level
465 || attack_mess[ATM_DRAIN][i+1].level == -1) {
466 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
467 op->name, attack_mess[ATM_DRAIN][i].buf2);
468 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++;
470 break;
471 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
474 i++)
475 if (dam < attack_mess[ATM_ELEC][i].level
476 || attack_mess[ATM_ELEC][i+1].level == -1) {
477 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
478 op->name, attack_mess[ATM_ELEC][i].buf2);
479 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++;
481 break;
482 }
483 } else if (type & AT_COLD && IS_LIVE(op)) {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
485 i++)
486 if (dam < attack_mess[ATM_COLD][i].level
487 || attack_mess[ATM_COLD][i+1].level == -1) {
488 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
489 op->name, attack_mess[ATM_COLD][i].buf2);
490 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++;
492 break;
493 }
494 } else if (type & AT_FIRE) {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
496 i++)
497 if (dam < attack_mess[ATM_FIRE][i].level
498 || attack_mess[ATM_FIRE][i+1].level == -1) {
499 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
500 op->name, attack_mess[ATM_FIRE][i].buf2);
501 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++;
503 break;
504 }
505 } else if (hitter->current_weapon != NULL) {
506 int mtype;
507 switch (hitter->current_weapon->weapontype) {
508 case WEAP_HIT: mtype = ATM_BASIC; break;
509 case WEAP_SLASH: mtype = ATM_SLASH; break;
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break;
513 case WEAP_STAB: mtype = ATM_STAB; break;
514 case WEAP_WHIP: mtype = ATM_WHIP; break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
516 case WEAP_BLUD: mtype = ATM_BLUD; break;
517 default: mtype = ATM_BASIC; break;
518 }
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
520 i++)
521 if (dam < attack_mess[mtype][i].level
522 || attack_mess[mtype][i+1].level == -1) {
523 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
524 op->name, attack_mess[mtype][i].buf2);
525 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++;
527 break;
528 }
529 } else {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
531 i++)
532 if (dam < attack_mess[ATM_BASIC][i].level
533 || attack_mess[ATM_BASIC][i+1].level == -1) {
534 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
535 op->name, attack_mess[ATM_BASIC][i].buf2);
536 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++;
538 break;
539 }
540 }
541
542 if (!found) {
543 strcpy (buf1, "hit");
544 strcpy (buf2, " hits");
545 }
546
547 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER ||
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
550 return;
551
552 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5))
554 return;
555
556 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER &&
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
559 if(get_owner(hitter)!=NULL)
560 sprintf(buf,"%s's %s%s you.",
561 hitter->owner->name, hitter->name, buf2);
562 else {
563 sprintf(buf,"%s%s you.",hitter->name, buf2);
564 if (dam != 0) {
565 if (dam < 10)
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
567 else if (dam < 20)
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
569 else
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
571 }
572 }
573 new_draw_info(NDI_BLACK, 0,op,buf);
574 } /* end of player hitting player */
575
576 if(hitter->type==PLAYER) {
577 sprintf(buf,"You %s.",buf1);
578 if (dam != 0) {
579 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
581 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
583 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
585 }
586 new_draw_info(NDI_BLACK, 0, hitter, buf);
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
588 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT &&
590 (hitter->subtype == SP_EXPLOSION ||
591 hitter->subtype == SP_BULLET ||
592 hitter->subtype == SP_CONE)) {
593 i=4;
594 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y))
596 return;
597 next = get_map_ob(map, hitter->x, hitter->y);
598 if (next)
599 while(next) {
600 if (next->type == SPELL_EFFECT &&
601 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
602 next->subtype == SP_CONE))
603 i*=3;
604 tmp = next;
605 next = tmp->above;
606 }
607 if (i < 0)
608 return;
609 if (rndm(0, i) != 0)
610 return;
611 } else if (rndm(0, 5) != 0)
612 return;
613 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
616 }
617 }
618
619
620 static int get_attack_mode (object **target, object **hitter,
621 int *simple_attack)
622 {
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1;
626 }
627 if ((*target)->head)
628 *target = (*target)->head;
629 if ((*hitter)->head)
630 *hitter = (*hitter)->head;
631 if ((*hitter)->env != NULL || (*target)->env != NULL) {
632 *simple_attack = 1;
633 return 0;
634 }
635 if (QUERY_FLAG (*target, FLAG_REMOVED)
636 || QUERY_FLAG (*hitter, FLAG_REMOVED)
637 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
638 {
639 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
640 "target\n", (*hitter)->arch->name, (*hitter)->name);
641 return 1;
642 }
643 *simple_attack = 0;
644 return 0;
645 }
646
647 static int abort_attack (object *target, object *hitter, int simple_attack)
648 {
649 /* Check if target and hitter are still in a relation similar to the one
650 * determined by get_attack_mode(). Returns true if the relation has changed.
651 */
652 int new_mode;
653
654 if (hitter->env == target || target->env == hitter)
655 new_mode = 1;
656 else if (QUERY_FLAG (hitter, FLAG_REMOVED)
657 || QUERY_FLAG (target, FLAG_REMOVED)
658 || hitter->map == NULL || !on_same_map(hitter, target))
659 return 1;
660 else
661 new_mode = 0;
662 return new_mode != simple_attack;
663 }
664
665 static void thrown_item_effect (object *, object *);
666
667 static int attack_ob_simple (object *op, object *hitter, int base_dam,
668 int base_wc)
669 {
670 int simple_attack, roll, dam=0;
671 uint32 type;
672 const char *op_name = NULL;
673 tag_t op_tag, hitter_tag;
674
675 if (get_attack_mode (&op, &hitter, &simple_attack))
676 goto error;
677
678 if (hitter->current_weapon)
679 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
680 return RESULT_INT (0);
681
682 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
683 return RESULT_INT (0);
684
685 op_tag = op->count;
686 hitter_tag = hitter->count;
687
688 /*
689 * A little check to make it more difficult to dance forward and back
690 * to avoid ever being hit by monsters.
691 */
692 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
693 && op->speed_left > -(FABS(op->speed))*0.3)
694 {
695 /* Decrease speed BEFORE calling process_object. Otherwise, an
696 * infinite loop occurs, with process_object calling move_monster,
697 * which then gets here again. By decreasing the speed before
698 * we call process_object, the 'if' statement above will fail.
699 */
700 op->speed_left--;
701 process_object(op);
702 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
703 || abort_attack (op, hitter, simple_attack))
704 goto error;
705 }
706
707 add_refcount(op_name = op->name);
708
709 roll=random_roll(1, 20, hitter, PREFER_HIGH);
710
711 /* Adjust roll for various situations. */
712 if ( ! simple_attack)
713 roll += adj_attackroll(hitter,op);
714
715 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) {
717 int hitdam = base_dam;
718 if (settings.casting_time == TRUE) {
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
720 hitter->casting_time = -1;
721 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
722 "your spell!");
723 }
724 if ((op->casting_time > -1)&&(hitdam > 0)){
725 op->casting_time = -1;
726 if (op->type == PLAYER) {
727 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
728 "your spell!");
729 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
730 "%s was hit by %s and lost a spell.",
731 op_name,hitter->name);
732 }
733 }
734 }
735 if ( ! simple_attack)
736 {
737 /* If you hit something, the victim should *always* wake up.
738 * Before, invisible hitters could avoid doing this.
739 * -b.t. */
740 if (QUERY_FLAG (op, FLAG_SLEEP))
741 CLEAR_FLAG(op,FLAG_SLEEP);
742
743 /* If the victim can't see the attacker, it may alert others
744 * for help. */
745 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
746 && ! get_owner (op) && rndm(0, op->stats.Int))
747 npc_call_help (op);
748
749 /* if you were hidden and hit by a creature, you are discovered*/
750 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
751 make_visible (op);
752 if (op->type == PLAYER)
753 new_draw_info (NDI_UNIQUE, 0, op,
754 "You were hit by a wild attack. "
755 "You are no longer hidden!");
756 }
757
758 /* thrown items (hitter) will have various effects
759 * when they hit the victim. For things like thrown daggers,
760 * this sets 'hitter' to the actual dagger, and not the
761 * wrapper object.
762 */
763 thrown_item_effect (hitter, op);
764 if (was_destroyed (hitter, hitter_tag)
765 || was_destroyed (op, op_tag)
766 || abort_attack (op, hitter, simple_attack))
767 goto leave;
768 }
769
770 /* Need to do at least 1 damage, otherwise there is no point
771 * to go further and it will cause FPE's below.
772 */
773 if (hitdam<=0) hitdam=1;
774
775 type=hitter->attacktype;
776 if(!type) type=AT_PHYSICAL;
777 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
779 && QUERY_FLAG (hitter, FLAG_ALIVE))
780 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
784 PREFER_LOW),op, op->attacktype, 1);
785 if (was_destroyed (op, op_tag)
786 || was_destroyed (hitter, hitter_tag)
787 || abort_attack (op, hitter, simple_attack))
788 goto leave;
789 }
790
791 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here.
793 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
795 hitter, type, 1);
796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
797 || abort_attack (op, hitter, simple_attack))
798 goto leave;
799 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */
801
802 /*attack_message(dam, type, op, hitter);*/
803
804 goto leave;
805
806 error:
807 dam = 1;
808
809 leave:
810 if (op_name)
811 free_string (op_name);
812
813 return dam;
814 }
815
816 int attack_ob (object *op, object *hitter)
817 {
818
819 if (hitter->head)
820 hitter = hitter->head;
821 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
822 }
823
824 /* op is the arrow, tmp is what is stopping the arrow.
825 *
826 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
827 */
828 static int stick_arrow (object *op, object *tmp)
829 {
830 /* If the missile hit a player, we insert it in their inventory.
831 * However, if the missile is heavy, we don't do so (assume it falls
832 * to the ground after a hit). What a good value for this is up to
833 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around.
835 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) {
837 if(tmp->head != NULL)
838 tmp = tmp->head;
839 remove_ob (op);
840 op = insert_ob_in_ob(op,tmp);
841 if (tmp->type== PLAYER)
842 esrv_send_item (tmp, op);
843 return 1;
844 } else
845 return 0;
846 }
847
848 /* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile.
850 *
851 * It returns a pointer to the reassembled missile, or NULL if the missile
852 * isn't available anymore.
853 */
854 object *hit_with_arrow (object *op, object *victim)
855 {
856 object *container, *hitter;
857 int hit_something = 0;
858 tag_t victim_tag, hitter_tag;
859 sint16 victim_x, victim_y;
860
861 /* Disassemble missile */
862 if (op->inv) {
863 container = op;
864 hitter = op->inv;
865 remove_ob (hitter);
866 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON);
867 /* Note that we now have an empty THROWN_OBJ on the map. Code that
868 * might be called until this THROWN_OBJ is either reassembled or
869 * removed at the end of this function must be able to deal with empty
870 * THROWN_OBJs. */
871 } else {
872 container = NULL;
873 hitter = op;
874 }
875
876 /* Try to hit victim */
877 victim_x = victim->x;
878 victim_y = victim->y;
879 victim_tag = victim->count;
880 hitter_tag = hitter->count;
881
882 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
883
884 /* Arrow attacks door, rune of summoning is triggered, demon is put on
885 * arrow, move_apply() calls this function, arrow sticks in demon,
886 * attack_ob_simple() returns, and we've got an arrow that still exists
887 * but is no longer on the map. Ugh. (Beware: Such things can happen at
888 * other places as well!)
889 */
890 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) {
891 if (container) {
892 remove_ob (container);
893 free_object (container);
894 }
895 return NULL;
896 }
897
898 /* Missile hit victim */
899 /* if the speed is > 10, then this is a fast moving arrow, we go straight
900 * through the target
901 */
902 if (hit_something && op->speed <= 10.0)
903 {
904 /* Stop arrow */
905 if (container == NULL) {
906 hitter = fix_stopped_arrow (hitter);
907 if (hitter == NULL)
908 return NULL;
909 } else {
910 remove_ob (container);
911 free_object (container);
912 }
913
914 /* Try to stick arrow into victim */
915 if ( ! was_destroyed (victim, victim_tag)
916 && stick_arrow (hitter, victim))
917 return NULL;
918
919 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise?
925 */
926 if (victim_x != hitter->x || victim_y != hitter->y) {
927 remove_ob (hitter);
928 hitter->x = victim_x;
929 hitter->y = victim_y;
930 insert_ob_in_map (hitter, victim->map, hitter,0);
931 } else {
932 /* Else leave arrow where it is */
933 merge_ob (hitter, NULL);
934 }
935 return NULL;
936 }
937
938 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0;
940
941 /* Missile missed victim - reassemble missile */
942 if (container) {
943 remove_ob (hitter);
944 insert_ob_in_ob (hitter, container);
945 }
946 return op;
947 }
948
949
950 void tear_down_wall(object *op)
951 {
952 int perc=0;
953
954 if (!op->stats.maxhp) {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
956 perc = 1;
957 } else if(!GET_ANIM_ID(op)) {
958 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) {
960 remove_ob(op); /* Should update LOS */
961 free_object(op);
962 /* Don't know why this is here - remove_ob should do it for us */
963 /*update_position(m, x, y);*/
964 }
965 return; /* no animations, so nothing more to do */
966 }
967 perc = NUM_ANIMATIONS(op)
968 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
969 if (perc >= (int) NUM_ANIMATIONS(op))
970 perc = NUM_ANIMATIONS(op)-1;
971 else if (perc < 1)
972 perc = 1;
973 SET_ANIMATION(op, perc);
974 update_object(op,UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
976 if(op->face==blank_face) {
977 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */
979 free_object(op);
980
981 /* remove_ob should call update_position for us */
982 /*update_position(m, x, y);*/
983
984 } else { /* The last face was not blank, leave an image */
985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y);
987 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE);
989 }
990 }
991 }
992
993 void scare_creature(object *target, object *hitter)
994 {
995 object *owner = get_owner(hitter);
996
997 if (!owner) owner=hitter;
998
999 SET_FLAG(target, FLAG_SCARED);
1000 if (!target->enemy) target->enemy=owner;
1001 }
1002
1003
1004 /* This returns the amount of damage hitter does to op with the
1005 * appropriate attacktype. Only 1 attacktype should be set at a time.
1006 * This doesn't damage the player, but returns how much it should
1007 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */
1010
1011 int hit_player_attacktype(object *op, object *hitter, int dam,
1012 uint32 attacknum, int magic) {
1013
1014 int doesnt_slay = 1;
1015
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0;
1020 }
1021
1022 if (dam < 0) {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1024 return 0;
1025 }
1026
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1028 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam;
1030
1031 if (hitter->slaying) {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1033 (op->arch && (op->arch->name != NULL) &&
1034 strstr(op->arch->name, hitter->slaying))
1035 ){
1036 doesnt_slay = 0;
1037 dam *= 3;
1038 }
1039 }
1040
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100;
1047 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 }
1050
1051 /* Special hack. By default, if immune to something, you
1052 * shouldn't need to worry. However, acid is an exception, since
1053 * it can still damage your items. Only include attacktypes if
1054 * special processing is needed */
1055
1056 if ((op->resist[attacknum] >= 100) &&
1057 doesnt_slay && (attacknum != ATNR_ACID))
1058 return 0;
1059
1060 /* Keep this in order - makes things easier to find */
1061
1062 switch(attacknum) {
1063 case ATNR_PHYSICAL:
1064 /* here also check for diseases */
1065 check_physically_infect(op, hitter);
1066 break;
1067
1068 /* Don't need to do anything for:
1069 magic,
1070 fire,
1071 electricity,
1072 cold */
1073
1074 case ATNR_CONFUSION:
1075 case ATNR_POISON:
1076 case ATNR_SLOW:
1077 case ATNR_PARALYZE:
1078 case ATNR_FEAR:
1079 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE:
1081 case ATNR_BLIND:
1082 {
1083 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level
1085 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1087
1088 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the
1091 * effect.
1092 */
1093 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1096 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1097
1098 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1108 }
1109 dam = 0; /* These are all effects and don't do real damage */
1110 }
1111 break;
1112 case ATNR_ACID:
1113 {
1114 int flag=0;
1115
1116 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) &&
1119 (op->resist[ATNR_ACID] < 50))
1120 {
1121 object *tmp;
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1123 if(tmp->invisible)
1124 continue;
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1126 (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */
1128 continue;
1129 if(!(tmp->material & M_IRON))
1130 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */
1132 continue;
1133 if(tmp->type==RING ||
1134 /* removed boots and gloves from exclusion list in
1135 PR */
1136 tmp->type==GIRDLE ||
1137 tmp->type==AMULET ||
1138 tmp->type==WAND ||
1139 tmp->type==ROD ||
1140 tmp->type==HORN)
1141 continue; /* To avoid some strange effects */
1142
1143 /* High damage acid has better chance of corroding
1144 objects */
1145 if(rndm(0, dam+4) >
1146 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1147 if(op->type == PLAYER)
1148 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1150 "The %s's acid corrodes your %s!",
1151 query_name(hitter), query_name(tmp));
1152 flag = 1;
1153 tmp->magic--;
1154 if(op->type == PLAYER)
1155 esrv_send_item(op, tmp);
1156 }
1157 }
1158 if(flag)
1159 fix_player(op); /* Something was corroded */
1160 }
1161 }
1162 break;
1163 case ATNR_DRAIN:
1164 {
1165 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained.
1167 */
1168 int rate;
1169
1170 if(op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174
1175 if(op->stats.exp <= rate) {
1176 if(op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */
1178 else
1179 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1181 } else {
1182 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp &&
1184 (op->level > hitter->level) &&
1185 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1186 hitter->stats.hp++;
1187
1188 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp
1190 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks.
1194 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1196 object *owner = get_owner(hitter);
1197
1198 if (owner && owner != hitter) {
1199 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1203 change_exp(hitter, op->stats.exp/(rate*2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1205 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0);
1207 }
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1209 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed
1211 */
1212 }
1213 }
1214 break;
1215 case ATNR_TURN_UNDEAD:
1216 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1219 object *god = find_god (determine_god (owner));
1220 int div = 1;
1221
1222 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */
1224 if (! god || ! god->slaying ||
1225 strstr (god->slaying, undead_name) == NULL)
1226 div = 2;
1227 /* Give a bonus if you resist turn undead */
1228 if (op->level * div <
1229 (turn_bonus[owner->stats.Wis]+owner->level +
1230 (op->resist[ATNR_TURN_UNDEAD]/100)))
1231 scare_creature(op, owner);
1232 }
1233 else
1234 dam = 0; /* don't damage non undead - should we damage
1235 undead? */
1236 } break;
1237 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam);
1239 break;
1240 case ATNR_CHAOS:
1241 LOG(llevError,
1242 "%s was hit by %s with non-specific chaos.\n",
1243 query_name(op),
1244 query_name(hitter));
1245 dam = 0;
1246 break;
1247 case ATNR_COUNTERSPELL:
1248 LOG(llevError,
1249 "%s was hit by %s with counterspell attack.\n",
1250 query_name(op),
1251 query_name(hitter));
1252 dam = 0;
1253 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */
1257 break;
1258 case ATNR_HOLYWORD:
1259 {
1260 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */
1262
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1264
1265 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1267 owner->level+turn_bonus[owner->stats.Wis])
1268 scare_creature(op, owner);
1269 } break;
1270 case ATNR_LIFE_STEALING:
1271 {
1272 int new_hp;
1273 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters
1276 *
1277 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000).
1281 */
1282 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1284 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1288 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1290 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1293 }
1294 }
1295 return dam;
1296 }
1297
1298
1299 /* GROS: This code comes from hit_player. It has been made external to
1300 * allow script procedures to "kill" objects in a combat-like fashion.
1301 * It was initially used by (kill-object) developed for the Collector's
1302 * Sword. Note that nothing has been changed from the original version
1303 * of the following code.
1304 * op is what is being killed.
1305 * dam is the damage done to it.
1306 * hitter is what is hitting it.
1307 * type is the attacktype.
1308 *
1309 * This function was a bit of a mess with hitter getting changed,
1310 * values being stored away but not used, etc. I've cleaned it up
1311 * a bit - I think it should be functionally equivalant.
1312 * MSW 2002-07-17
1313 */
1314 int kill_object(object *op,int dam, object *hitter, int type)
1315 {
1316 char buf[MAX_BUF];
1317 const char *skill;
1318 int maxdam=0;
1319 int battleg=0; /* true if op standing on battleground */
1320 int pk=0; /* true if op and what controls hitter are both players*/
1321 object *owner=NULL;
1322 object *skop=NULL;
1323
1324 if (op->stats.hp>=0)
1325 return -1;
1326
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0;
1329
1330 /* maxdam needs to be the amount of damage it took to kill
1331 * this creature. The function(s) that call us have already
1332 * adjusted the creatures HP total, so that is negative.
1333 */
1334 maxdam = dam + op->stats.hp + 1;
1335
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1338
1339 if(op->type==DOOR) {
1340 op->speed = 0.1;
1341 update_ob_speed(op);
1342 op->speed_left= -0.05;
1343 return maxdam;
1344 }
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1346 remove_friendly_object(op);
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1348 op->owner->contr->ranges[range_golem] == op) {
1349 op->owner->contr->ranges[range_golem]=NULL;
1350 op->owner->contr->golem_count=0;
1351 }
1352
1353 remove_ob(op);
1354 free_object(op);
1355 return maxdam;
1356 }
1357
1358 /* Now lets start dealing with experience we get for killing something */
1359
1360 owner=get_owner(hitter);
1361 if(owner==NULL)
1362 owner=hitter;
1363
1364 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1;
1366
1367 /* is this player killing?*/
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1369
1370 /* Player killed something */
1371 if(owner->type==PLAYER) {
1372 Log_Kill(owner->name,
1373 query_name(op),op->type,
1374 (owner!=hitter) ? query_name(hitter) : NULL,
1375 (owner!=hitter) ? hitter->type : 0);
1376
1377 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the
1379 * ip address is included.
1380 */
1381 if (op->type == PLAYER && !battleg) {
1382 time_t t=time(NULL);
1383 struct tm *tmv;
1384 char buf[256];
1385
1386 tmv = localtime(&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1388
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1390 buf, owner->name, owner->contr->socket.host, query_name(op));
1391 }
1392
1393 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that.
1396 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1398 if(owner!=hitter) {
1399 new_draw_info_format(NDI_BLACK, 0, owner,
1400 "You killed %s with %s.",query_name(op),
1401 query_name(hitter));
1402 }
1403 else {
1404 new_draw_info_format(NDI_BLACK, 0, owner,
1405 "You killed %s.",query_name(op));
1406 }
1407 /* Only play sounds for melee kills */
1408 if (hitter->type == PLAYER)
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1410 }
1411
1412 /* If a player kills another player, not on
1413 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not
1416 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings.
1419 */
1420 if(op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty);
1422
1423 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill
1426 */
1427 skill = NULL;
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1429 else if (owner->chosen_skill) {
1430 skill = owner->chosen_skill->skill;
1431 skop = owner->chosen_skill;
1432 }
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1434 else
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1436
1437 /* We have the skill we want to credit to - now find the object this goes
1438 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */
1440 if ((!skop || skop->type != SKILL) && skill) {
1441 int i;
1442
1443 for (i=0; i<NUM_SKILLS; i++)
1444 if (owner->contr->last_skill_ob[i] &&
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1446 skop = owner->contr->last_skill_ob[i];
1447 break;
1448 }
1449 }
1450 } /* Was it a player that hit somethign */
1451 else {
1452 skill = NULL;
1453 }
1454
1455 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) {
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1459 }
1460 else {
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1464 }
1465 /* These may have been set in the player code section above */
1466 if (!skop) skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill;
1468
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1470
1471
1472 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1474 int exp;
1475
1476 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) {
1479 if (battleg) {
1480 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1481 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1482 }
1483 else
1484 exp = op->stats.exp / 1000;
1485 }
1486 else
1487 exp = calc_skill_exp(owner, op, skop);
1488
1489 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him
1491 */
1492 if (battleg) exp = 0;
1493
1494 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason.
1496 */
1497
1498 if (!settings.simple_exp)
1499 exp=exp/2;
1500
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1502 change_exp(owner,exp, skill, 0);
1503 }
1504 else {
1505 int shares=0,count=0;
1506
1507 player *pl;
1508
1509 partylist *party=owner->contr->party;
1510 #ifdef PARTY_KILL_LOG
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1512 #endif
1513 for(pl=first_player;pl!=NULL;pl=pl->next) {
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1515 count++;
1516 shares+=(pl->ob->level+4);
1517 }
1518 }
1519 if(count==1 || shares>exp)
1520 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1521 else {
1522 int share=exp/shares,given=0,nexp;
1523 for(pl=first_player;pl!=NULL;pl=pl->next) {
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525 nexp=(pl->ob->level+4)*share;
1526 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1527 given+=nexp;
1528 }
1529 }
1530 exp-=given;
1531 /* give any remainder to the player */
1532 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1533 }
1534 } /* else part of a party */
1535
1536 } /* end if person didn't kill himself */
1537
1538 if(op->type!=PLAYER) {
1539 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1540 object *owner1 = get_owner(op);
1541
1542 if(owner1!= NULL && owner1->type == PLAYER) {
1543 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1544 /* Maybe we should include the owner that killed this, maybe not */
1545 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1546 op->name,hitter->name);
1547 }
1548 remove_friendly_object(op);
1549 }
1550 remove_ob(op);
1551 free_object(op);
1552 }
1553 /* Player has been killed! */
1554 else {
1555 if(owner->type==PLAYER) {
1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1557 }
1558 else {
1559 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1560 op->contr->killer[BIG_NAME-1]='\0';
1561 }
1562 }
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function.
1565 */
1566 return maxdam;
1567 }
1568
1569 /* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1570 * Returns 0 this is not friendly fire
1571 */
1572
1573 int friendly_fire(object *op, object *hitter){
1574 object *owner;
1575 int friendlyfire;
1576
1577 if (hitter->head) hitter=hitter->head;
1578
1579 friendlyfire = 0;
1580
1581 if(op->type == PLAYER) {
1582 if (op_on_battleground (hitter, 0, 0))
1583 return 0;
1584
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1;
1587
1588 if((owner = get_owner(hitter))!=NULL) {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2;
1591 }
1592
1593 if (hitter->type == SPELL || hitter->type == POISONING ||
1594 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0;
1596 }
1597 return friendlyfire;
1598 }
1599
1600
1601 /* This isn't used just for players, but in fact most objects.
1602 * op is the object to be hit, dam is the amount of damage, hitter
1603 * is what is hitting the object, type is the attacktype, and
1604 * full_hit is set if monster area does not matter.
1605 * dam is base damage - protections/vulnerabilities/slaying matches can
1606 * modify it.
1607 */
1608
1609 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1610 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1611
1612 int hit_player(object *op,int dam, object *hitter, int type, int full_hit) {
1613 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC);
1614 int maxattacktype, attacknum;
1615 int body_attack = op && op->head; /* Did we hit op's head? */
1616 int simple_attack;
1617 tag_t op_tag, hitter_tag;
1618 int rtn_kill = 0;
1619 int friendlyfire;
1620
1621 if (get_attack_mode (&op, &hitter, &simple_attack))
1622 return 0;
1623
1624 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1625 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1626 return 0;
1627
1628 #ifdef PROHIBIT_PLAYERKILL
1629 if (op->type == PLAYER) {
1630 object *owner = get_owner (hitter);
1631 if (!owner) owner = hitter;
1632 if (owner->type == PLAYER
1633 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1634 && op != owner) {
1635 return 0;
1636 }
1637 }
1638 #endif
1639
1640 op_tag = op->count;
1641 hitter_tag = hitter->count;
1642
1643 if (body_attack) {
1644 /* slow and paralyze must hit the head. But we don't want to just
1645 * return - we still need to process other attacks the spell still
1646 * might have. So just remove the paralyze and slow attacktypes,
1647 * and keep on processing if we have other attacktypes.
1648 * return if only magic or nothing is left - under normal code
1649 * we don't attack with pure magic if there is another attacktype.
1650 * Only do processing if the initial attacktype includes one of those
1651 * attack so we don't cancel out things like magic bullet.
1652 */
1653 if (type & (AT_PARALYZE | AT_SLOW)) {
1654 type &= ~(AT_PARALYZE | AT_SLOW);
1655 if (!type || type==AT_MAGIC) return 0;
1656 }
1657 }
1658
1659 if ( ! simple_attack && op->type == DOOR) {
1660 object *tmp;
1661 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1662 if (tmp->type == RUNE || tmp->type == TRAP) {
1663 spring_trap (tmp, hitter);
1664 if (was_destroyed (hitter, hitter_tag)
1665 || was_destroyed (op, op_tag)
1666 || abort_attack (op, hitter, simple_attack))
1667 return 0;
1668 break;
1669 }
1670 }
1671
1672 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1673 /* FIXME: If a player is killed by a rune in a door, the
1674 * was_destroyed() check above doesn't return, and might get here.
1675 */
1676 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1677 "hit_player()\n", op->arch->name, op->name);
1678 return 0;
1679 }
1680
1681 #ifdef ATTACK_DEBUG
1682 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1683 #endif
1684
1685 if (magic) {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]);
1689 if (dam >= 100)
1690 dam /= 100;
1691 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1693 }
1694
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1696 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */
1698 if(type & AT_CHAOS){
1699 shuffle_attack(op,0); /*0 flag tells it to not change the face */
1700 update_object(op,UP_OBJ_FACE);
1701 type &= ~AT_CHAOS;
1702 }
1703
1704 /* Holyword is really an attacktype modifier (like magic is). If
1705 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage.
1707 */
1708 if (type & AT_HOLYWORD) {
1709 object *god;
1710 if ((!hitter->slaying ||
1711 (!(op->race && strstr(hitter->slaying,op->race)) &&
1712 !(op->name && strstr(hitter->slaying,op->name)))) &&
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1714 (hitter->title != NULL
1715 && (god = find_god(determine_god(hitter))) != NULL
1716 && god->race != NULL
1717 && strstr(god->race,undead_name) != NULL)))
1718 return 0;
1719 }
1720
1721 maxattacktype = type; /* initialize this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1723 /* Magic isn't really a true attack type - it gets combined with other
1724 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it
1726 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1728
1729 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc.
1733 */
1734 if (type & attacktype) {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1736 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal.
1738 */
1739 if (ndam >= maxdam) {
1740 maxdam = ndam;
1741 maxattacktype = 1<<attacknum;
1742 }
1743 }
1744 }
1745
1746 /* if this is friendly fire then do a set % of damage only
1747 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't
1750 */
1751 friendlyfire = friendly_fire(op, hitter);
1752 if (friendlyfire && maxdam){
1753 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754 #ifndef COZY_SERVER
1755 maxdam++;
1756 #endif
1757
1758 #ifdef ATTACK_DEBUG
1759 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1760 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1761 #endif
1762 }
1763
1764 if (!full_hit) {
1765 archetype *at;
1766 int area;
1767 int remainder;
1768
1769 area = 0;
1770 for(at = op->arch; at != NULL; at = at->more)
1771 area++;
1772 assert(area > 0);
1773
1774 /* basically: maxdam /= area; we try to "simulate" a float
1775 value-effect */
1776 remainder = 100*(maxdam%area)/area;
1777 maxdam /= area;
1778 if (RANDOM()%100 < remainder)
1779 maxdam++;
1780 }
1781
1782 #ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1784 #endif
1785
1786 if(get_owner(hitter))
1787 op->enemy=hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1789 op->enemy=hitter;
1790
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1792 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1794 npc_call_help(op);
1795 }
1796
1797 if (magic && did_make_save(op, op->level, 0))
1798 maxdam=maxdam/2;
1799
1800 attack_message(maxdam, maxattacktype, op, hitter);
1801
1802 op->stats.hp-=maxdam;
1803
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) &&
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1808 (float)op->stats.maxhp)) {
1809
1810 if (QUERY_FLAG(op, FLAG_MONSTER))
1811 SET_FLAG(op, FLAG_RUN_AWAY);
1812 else
1813 scare_creature(op, hitter);
1814 }
1815
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1817 if (maxdam)
1818 tear_down_wall(op);
1819 return maxdam; /* nothing more to do for wall */
1820 }
1821
1822 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type);
1824 if (rtn_kill != -1)
1825 return rtn_kill;
1826
1827
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1829 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case.
1831 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1834 remove_friendly_object(hitter);
1835 remove_ob(hitter);
1836 free_object(hitter);
1837 }
1838 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1840 int i;
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1843 object *owner = get_owner(op);
1844
1845 if(!op->other_arch) {
1846 LOG(llevError,"SPLITTING without other_arch error.\n");
1847 return maxdam;
1848 }
1849 remove_ob(op);
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch);
1852 int j;
1853
1854 tmp->stats.hp=op->stats.hp;
1855 if (friendly) {
1856 SET_FLAG(tmp, FLAG_FRIENDLY);
1857 add_friendly_object(tmp);
1858 tmp->attack_movement = PETMOVE;
1859 if (owner!=NULL)
1860 set_owner(tmp,owner);
1861 }
1862 if (unaggressive)
1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1864 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1865 if (j==-1) /* No spot to put this monster */
1866 free_object(tmp);
1867 else {
1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1869 insert_ob_in_map(tmp,op->map,NULL,0);
1870 }
1871 }
1872 if(friendly)
1873 remove_friendly_object(op);
1874 free_object(op);
1875 }
1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1877 remove_ob(hitter);
1878 free_object(hitter);
1879 }
1880 return maxdam;
1881 }
1882
1883
1884 void poison_player(object *op, object *hitter, int dam)
1885 {
1886 archetype *at = find_archetype("poisoning");
1887 object *tmp=present_arch_in_ob(at,op);
1888
1889 if(tmp==NULL) {
1890 if((tmp=arch_to_object(at))==NULL)
1891 LOG(llevError,"Failed to clone arch poisoning.\n");
1892 else {
1893 tmp = insert_ob_in_ob(tmp,op);
1894 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage.
1900 */
1901
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1903 tmp->stats.dam += hitter->level/2;
1904 else
1905 tmp->stats.dam = dam;
1906
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) {
1909 if (tmp->skill) free_string(tmp->skill);
1910 tmp->skill = add_refcount(hitter->skill);
1911 }
1912
1913 tmp->stats.food+=dam; /* more damage, longer poisoning */
1914
1915 if(op->type==PLAYER) {
1916 /* player looses stats, maximum is -10 of each */
1917 tmp->stats.Con= MAX(-(dam/4+1), -10);
1918 tmp->stats.Str= MAX(-(dam/3+2), -10);
1919 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1920 tmp->stats.Int= MAX(-dam/7, -10);
1921 SET_FLAG(tmp,FLAG_APPLIED);
1922 fix_player(op);
1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1924 }
1925 if (hitter->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1927 op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1930 "Your %s poisons %s.", hitter->name, op->name);
1931 }
1932 tmp->speed_left=0;
1933 }
1934 else
1935 tmp->stats.food++;
1936 }
1937
1938 void slow_player(object *op,object *hitter,int dam)
1939 { archetype *at = find_archetype("slowness");
1940 object *tmp;
1941 if(at == NULL) {
1942 LOG(llevError,"Can't find slowness archetype.\n");
1943 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) {
1945 tmp = arch_to_object(at);
1946 tmp = insert_ob_in_ob(tmp,op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1948 } else
1949 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED);
1951 tmp->speed_left=0;
1952 fix_player(op);
1953 }
1954
1955 void confuse_player(object *op, object *hitter, int dam)
1956 {
1957 object *tmp;
1958 int maxduration;
1959
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1961 if(!tmp) {
1962 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op);
1964 }
1965
1966 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance
1968 */
1969 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1972 if (tmp->name) free_string(tmp->name);
1973 tmp->name = add_string("confusion");
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1975 if( tmp->duration > maxduration)
1976 tmp->duration = maxduration;
1977
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1980 SET_FLAG(op, FLAG_CONFUSED);
1981 }
1982
1983 void blind_player(object *op, object *hitter, int dam)
1984 {
1985 object *tmp,*owner;
1986
1987 /* Save some work if we know it isn't going to affect the player */
1988 if (op->resist[ATNR_BLIND]==100) return;
1989
1990 tmp = present_in_ob(BLINDNESS,op);
1991 if(!tmp) {
1992 tmp = get_archetype("blindness");
1993 SET_FLAG(tmp, FLAG_BLIND);
1994 SET_FLAG(tmp, FLAG_APPLIED);
1995 /* use floats so we don't lose too much precision due to rounding errors.
1996 * speed is a float anyways.
1997 */
1998 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
1999
2000 tmp = insert_ob_in_ob(tmp,op);
2001 change_abil(op,tmp); /* Mostly to display any messages */
2002 fix_player(op); /* This takes care of some other stuff */
2003
2004 if(hitter->owner) owner = get_owner(hitter);
2005 else owner = hitter;
2006
2007 new_draw_info_format(NDI_UNIQUE,0,owner,
2008 "Your attack blinds %s!",query_name(op));
2009 }
2010 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10;
2012 }
2013
2014 void paralyze_player(object *op, object *hitter, int dam)
2015 {
2016 float effect,max;
2017 /* object *tmp; */
2018
2019 /* This is strange stuff... someone knows for what this is
2020 * written? Well, i think this can and should be removed
2021 */
2022
2023 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 }
2029 */
2030
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2032 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2033
2034 if (effect==0) return;
2035
2036 op->speed_left-=FABS(op->speed)*effect;
2037 /* tmp->stats.food+=(signed short) effect/op->speed; */
2038
2039 /* max number of ticks to be affected for. */
2040 max = (100 - op->resist[ATNR_PARALYZE])/ 2;
2041 if (op->speed_left< -(FABS(op->speed)*max))
2042 op->speed_left = (float) -(FABS(op->speed)*max);
2043
2044 /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2045 }
2046
2047
2048 /* Attempts to kill 'op'. hitter is the attack object, dam is
2049 * the computed damaged.
2050 */
2051 void deathstrike_player(object *op, object *hitter, int *dam)
2052 {
2053 /* The intention of a death attack is to kill outright things
2054 ** that are a lot weaker than the attacker, have a chance of killing
2055 ** things somewhat weaker than the caster, and no chance of
2056 ** killing something equal or stronger than the attacker.
2057 ** Also, if a deathstrike attack has a slaying, any monster
2058 ** whose name or race matches a comma-delimited list in the slaying
2059 ** field of the deathstriking object */
2060
2061 int atk_lev, def_lev, kill_lev;
2062
2063 if(hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2065 (op->race&&strstr(hitter->slaying,op->race)))) return;
2066
2067 def_lev = op->level;
2068 if (def_lev < 1) {
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2070 op->arch->name, op->name);
2071 def_lev = 1;
2072 }
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */
2076
2077 if(atk_lev >= def_lev ){
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2079
2080 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be
2083 * redone.
2084 */
2085 if(kill_lev >= def_lev) {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2087 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level.
2090 */
2091 *dam *= kill_lev / def_lev;
2092 }
2093 } else {
2094 *dam = 0; /* no harm done */
2095 }
2096 }
2097
2098 /* thrown_item_effect() - handles any special effects of thrown
2099 * items (like attacking living creatures--a potion thrown at a
2100 * monster).
2101 */
2102 static void thrown_item_effect (object *hitter, object *victim)
2103 {
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2105 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion.
2107 */
2108 switch (hitter->type) {
2109 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2112 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2113 break;
2114
2115 case POISON: /* poison drinks */
2116 /* As with potions, should monster get a save? */
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2118 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2119 break;
2120
2121 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled.
2125 */
2126 }
2127 }
2128 }
2129
2130 /* adj_attackroll() - adjustments to attacks by various conditions */
2131
2132 int adj_attackroll (object *hitter, object *target) {
2133 object *attacker = hitter;
2134 int adjust=0;
2135
2136 /* safety */
2137 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2138 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2139 "map\n");
2140 return 0;
2141 }
2142
2143 /* aimed missiles use the owning object's sight */
2144 if(is_aimed_missile(hitter)) {
2145 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2146 /* A player who saves but hasn't quit still could have objects
2147 * owned by him - need to handle that case to avoid crashes.
2148 */
2149 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2150 }
2151 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2152 return 0;
2153
2154 /* determine the condtions under which we make an attack.
2155 * Add more cases, as the need occurs. */
2156
2157 if(!can_see_enemy(attacker,target)) {
2158 /* target is unseen */
2159 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2160 adjust -= 10;
2161 /* dark map penalty for the hitter (lacks infravision if we got here). */
2162 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2163 adjust -= target->map->darkness;
2164 }
2165
2166 if(QUERY_FLAG(attacker,FLAG_SCARED))
2167 adjust -= 3;
2168
2169 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2170 adjust += 1;
2171
2172 if(QUERY_FLAG(target,FLAG_SCARED))
2173 adjust += 1;
2174
2175 if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2176 adjust -= 3;
2177
2178 /* if we attack at a different 'altitude' its harder */
2179 if((attacker->move_type & target->move_type)==0)
2180 adjust -= 2;
2181
2182 #if 0
2183 /* slower attacks are less likely to succeed. We should use a
2184 * comparison between attacker/target speeds BUT, players have
2185 * a generally faster speed, so this will wind up being a HUGE
2186 * disadantage for the monsters! Too bad, because missiles which
2187 * fly fast should have a better chance of hitting a slower target.
2188 */
2189 if(hitter->speed<target->speed)
2190 adjust += ((float) hitter->speed-target->speed);
2191 #endif
2192
2193 #if 0
2194 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2195 #endif
2196
2197 return adjust;
2198 }
2199
2200
2201 /* determine if the object is an 'aimed' missile */
2202 int is_aimed_missile ( object *op) {
2203
2204 /* I broke what used to be one big if into a few nested
2205 * ones so that figuring out the logic is at least possible.
2206 */
2207 if (op && (op->move_type & MOVE_FLYING)) {
2208 if (op->type==ARROW || op->type==THROWN_OBJ)
2209 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2211 op->subtype == SP_EXPLOSION))
2212 return 1;
2213 }
2214 return 0;
2215 }
2216